Lightdagger

-1D to parry. Character is hit if difficulty is missed by more than 12. This is a smaller version of the lightsaber. The handle was usually 13cm long (as opposed to 25-30cm), and slightly slimmer than the saber's. The blade is only about 20cm long, instead of the normal 60-70cm length of a lightsaber. It was typically used for training or utility purposes, or carried by Jedi as a combat backup (often used as Daisho).

Must state setting to be used at the start of the turn. This is a rare and unusual variation on the normal lightsaber, in that it had two different settings. In the first, it has the normal length, but more powerful, as the traditional lightsaber. In the second setting, the blade losses about 15% of it's power, but doubles in length. This extra length is useful for keeping others at a greater distance, but makes it much more unwieldy to deflect blaster bolts and attack.

For these reason, it used primarily by young, reckless Jedi, who eventually decide to keep it in its first setting, or going to a traditional saber. It was, however, popular with some Jedi who rode into battle on beast back. The dual nature of the blade often gave it a stunning blade-within-a-blade appearance, with one color forming the core, and a second, clearly different one forming the outside sheath. Less than two hundred examples were ever made.

Double-bladed Lightsaber (Lightstaff)

+1D to parry. If wielder misses difficulty by more than 5 points, the wielder struck.

Most specimens may be used as a regular lightsaber (specialty lightsaber: lightsaber), but without the parry bonus. Must declare at the beginning of the round. Damage remains 5D.

An ultra rare light weapon, the double lightsaber consisted of an elongated handle (about 2.25 times the normal length), which projects a blade from each end. This gave it the versatility and speed against attacks of a quarterstaff, but made it MUCH more dangerous to the user. For this reason, it could usually be used like a normal, single bladed lightsaber. This was considered by many Jedi to be a Dark Side weapon, mainly because its most famous user was the Sith Lord Exar Kun. Less than a dozen examples where ever made.

Lightwhip

If character misses base difficulty by 10+, whip strikes wielder. If character beats base difficulty by 20+, the whip may wrap around the target doing 5D+/-Control damage per round.

Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1D or Energy Armor, whichever is greater. Due to energy cocoon, may be used to parry lightsabers, and even ensnare them. Must roll lightsaber Vs lightwhip damage to see if they damage each other.

The lightwhip is the prized weapon of many Sith and Dark Jedi, but only a scant handful of Jedi. Similar in many respects to the Force Lash, the Lightwhips were harnessed energy coiled around incredibly strong, 2.5 to 4.5m long (length varies between users, and is based, in part, on the builder's height), alloy whips. They can easily cut through the strongest metals in the hands of a skilled user. Because the lightwhip is flexible and unwieldy, it is very dangerous to the beginner, and those without any formal training are as much a danger to themselves as they to others. In the hands of a skilled user, however, the lightwhip is capable of deflecting blaster bolts and solid projectiles, in addition to its formidable capabilities.

Light Claws

Type: Energy-blade clawsDifficulty: ModerateSkill:lightsaber: lightclawsDamage: 2D (It is believed that some models where as powerful as true lightsabers)

The Jedi may add the Damage + Control to their Climbing. They may also be used to deflect blaster bolts.

This is an unusual weapon, used mainly by Dark Jedi Assassins. They may be
concealed in the sleeves of a tunic or robe. Each claw emits a pair of blades about a meter long. They may also be used to help climbers.

Explosives

Weapon

Skill

Damage

Blast

Range

Cost

Reference

Notes

Fragmentation Grenades

thrown weapons

5D/4D/3D/2D

0-2/4/6/10

3-7/20/40

200

SW2 156

Thermal Detonators

thrown weapons

10D/8D/5D/2D

0-2/8/12/20

3-4/7/12

2,000

SW2 156

Antipersonnel Mine

demolitions

5D/4D/3D/2D

0-2/4/6/10

N/A

750

SW2 156

dodge roll equals hide, attack rolls of mine

EMP Mine

demolitions

5D/4D/3D/2D Ion

0-1/3/4/5

N/A

1400

N/A

dodge roll equals hide, attack rolls of mine

Sessian Armaments Concussion Stick Model I-79

thrown weapons

5D/4D/2D (stun)

0-1/2/4

3-7/20/40

200/pair

Gallad 68

15-second timer

Credit Case Surprise

N/A

5D/3D/2D/1D stun

0-3/6/9/12

N/A

75

Gallad 75

Triggered when opened improperly

EMP Grenade

thrown weapons

5D/4D/3D/2D Ion

0-2/4/6/10

3-7/20/40

350

below

Thermite Grenade

thrown weapons

8D/round, 10 rounds

contact only

3-7/20/40

300

below

Smoke Grenade (white)

thrown weapons

see below

3m cloud

3-7/20/40

25

below

Smoke Grenade (colored)

thrown weapons

see below

3m cloud

3-7/20/40

30

below

Smoke Grenade (thermal)

thrown weapons

see below

3m cloud

3-7/20/40

55

below

Flashbang

thrown weapons

see below

6m

3-7/20/40

150

below

EMP Grenades

The Electro-Magnetic Pulse (EMP) grenade is not a traditional grenade. Instead, the grenade frame contains an electronic device that emits an incredible burst of electromagnetic radiation. This pulse is harmless to organics due to its short duration. However, any electronic devices (including Droids) within the blast radius are affected as if struck by an ionization weapon. Even the best military systems usually need to be recalibrated and have their breakers replaced before they are functional again, similar to ion cannons.

Thermite Grenades

Thermite grenades are designed as anti-materiel devices. They consist of a light metal or plastic body packed with thermite and a magnesium fuse. Unlike most grenades, they do not burst, they just burn at incredibly high temperatures. Thermite burns hot enough to burn through most non-rated materials directly contacted by the grenade. Additionally, the thermite reaction contains its own oxygen source; as a result, it may be used underwater or in vacuum. These grenades are more easily improvised and much safer to carry than most other incendiaries.

Smoke Grenades

Smoke grenades are are relatively cheap and make a dense smoke. Most smoke grenades produce a grey-white smoke, though other colors are available for a small price premium. For a higher premium, smoke grenades can pack a thermally-reflective nanocompound that is effective against heat-vision or IR sensors as well as standard optical systems. Regardless of type, smoke grenades produce a smoke cloud for 12 rounds that reduces all visual Perception-based skill roles by 2D.

Flashbangs

A flashbang is usually one the first things through the door during a hostage rescue, kidnapping, or prison break mission. Most flashbangs consist of a canister of a fibrous material packed full of flash powder. They produce an incredibly loud bang and star-bright flash that serves to temporarily blind, deafen, and disorient everyone in the immediate area for a short time. Flashbangs are usually safe to handle, but they can be lethal to anyone unfortunate enough to actually be touching the device when it detonates. A stray blaster shot that hits just right, or a sufficient drop, can set off a flashbang unintentionally. As a result, flashbangs are dangerous to carry in large quantities.

Flash bangs do 6D Stun to all within the blast radius. Additionally, all affected must resist another 6D or be blinded and deafened for 2D rounds, suffering a 3D penalty to all skill rolls.

If a flashbang is hit or crushed before being armed, roll damage to see if it detonates. Flashbangs have 2D Body; if the damage result is better than wounded, the grenade detonates, doing 6D physical damage to the holder/wearer and standard blast damage to everyone in range.